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Frame Generation Latency: NVIDIA DLSS 3 vs AMD FSR 3 vs Reflex Integration: Advanced Implementation and Real-World Architecture

Acasă › Forums › Esport Hardware, Latency & Audio › System Latency, Reflex & Windows Tweaking › Frame Generation Latency: NVIDIA DLSS 3 vs AMD FSR 3 vs Reflex Integration: Advanced Implementation and Real-World Architecture

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    User AvatarDaniel Davis
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    Alright, real talk on frame gen latency, because I’m torn between building a DLSS 3 rig and sticking with FSR 3 for cross-vendor flexibility, and the marketing numbers don’t add up for competitive play. On paper Reflex gets input latency down to ~11ms, but I’ve seen mixed reports that once you enable FSR 3 frame generation on top, that overhead balloons—especially in competitive titles where the render queue gets saturated. For those who’ve actually stress-tested this: how much raw input delay penalty are you seeing with DLSS 3 frame gen engaged versus FSR 3 in the same title, measured with external tools like the Nyko latency tester rather than just in-game overlays?

    Second question, and this is what’s really keeping me up—how do these engines handle UI decoupling under frame gen? I’ve noticed menus and crosshair rendering can desync from the interpolated frames in certain implementations, creating that ghosting effect that’s brutal for tracking targets. Do you recommend running FSR 3 with UI rendering disabled in the config, or is the engine-level handling in newer drivers mature enough now that we can trust it for FPS titles? Anybody got benchmark data across 1080p and 1440p at high refresh rates they’d share?

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